🚚 Foxhole Resource Calculator
Plan salvage, components, sulfur, bmats, rmats, emats, hemats, refinery queue timing, factory orders, truck and container loads, facility modifiers, and front-line delivery targets.
| Output | Raw input | Default ratio | Planning use |
|---|---|---|---|
| Basic Materials | Salvage | 2 salvage per bmat | Repairs, builds, common factory supply |
| Explosive Materials | Salvage | 5 salvage per emat | Ammo and explosive support orders |
| Refined Materials | Components | 20 comps per rmat | Vehicles, armor prep, heavy equipment |
| Heavy Explosive Materials | Sulfur | 5 sulfur per hemat | Heavy explosive and siege stock |
Defaults are editable because live wars, facilities, and balance changes can shift the practical logistics math. Always compare with the refinery screen before a large public run.
| Mode | Best cargo | Calculator capacity | Operational note |
|---|---|---|---|
| Transport truck | Finished stacks or crates | Editable truck field | Best for final-mile front delivery |
| Resource container | Raw field materials | 5,000 default | Strong for salvage, comps, and sulfur bulk |
| Shipping container | Crated supplies | 60 crate model | Needs depot, seaport, flatbed, and crane flow |
| Mixed chain | Raw bulk plus local trucks | Combined model | Use when the front lacks crane access |
The calculator separates raw-resource hauling from finished-material delivery so a flatbed bulk route does not hide the final truck work near the front.
| Profile | Main pressure | Secondary pressure | Use when |
|---|---|---|---|
| Rifle and ammo crate mix | Bmats | Emats | Infantry line needs immediate basics |
| Soldier supplies run | Bmats | Delivery volume | Base spawn stock is dropping |
| Anti-vehicle supply batch | Emats | Rmats | Armor threat is active near front |
| Armor prep package | Rmats | Bmats | Vehicle pad, garage, or regiment stock |
| Siege explosive stock | Hemats | Emats | Push base or bunker breach prep |
Factory costs are entered as editable package costs, not a locked item database. Put your real crate recipe or squad quartermaster sheet values into the custom fields.
| Target | Bmat cue | Rare material cue | Logistics risk |
|---|---|---|---|
| Relic base repair stock | High | Low | Frequent pulls during shelling |
| Town base public stock | Medium | Medium | Many players pull from one queue |
| Border base push | High | Emat support | Route may close quickly |
| Seaport staging stock | Bulk | Crated rare mats | Needs last-mile coordination |
| Facility input pad | Recipe based | Facility dependent | Partial inputs can stall output |
Use the buffer field for front-line volatility. Repair bases and border pushes often need extra bmats even when the factory order is the official target.
| Metric | Formula | Inputs | Interpretation |
|---|---|---|---|
| Total material demand | front target + factory package x orders | Delivery target, order profile, order count | All refined material needed before current stock |
| Shortfall | max(0, demand x buffer - available) | Current bmats, rmats, emats, hemats | Refined output that still must be produced or hauled |
| Raw requirement | shortfall x refinery ratio / modifier | Salvage, components, sulfur ratios | Field resources needed after facility or reserve adjustment |
| Queue time | wait + raw / 100 x process minutes | Queue wait, process rate, raw demand | When the refinery output should be ready to pull |
| Loads | ceil(cargo / capacity) | Truck capacity, container capacity | How many delivery or bulk-haul trips to plan |
The model is intentionally transparent: every recipe, stock, and capacity value can be overwritten to match a public logi squad, regiment stockpile, or live war patch.
Artillery doesn’t usually make that sound when a border base fall. It’s the hushed click of an abandoned crate. Your squad dug the trench and built the wall, but there’s no ammo for it. That’s the terror of Foxhole logistics.
More important than being able to shoot well is ensuring that the supply line does not snap under pressure. When most people pick up salvage, they drive it around. That is fine until game map starts getting serious. If you can’t bring raw material to a refinery without waiting an hour in queue, it might as well be sitting in that field.
Why Logistics Wins the Game
Plug in your own mission parameters, and the calculator will do the math. You won’t have to guess about exactly how many trips will close the gap between collecting raw goods and delivering them. Suddenlly your vague sense of urgency becomes a concrete plan.
But this is also where it gets tricky. These aren’t interchangeable materials. Some materials help support walls; some materials is used to fire guns. Some materials are heavy and explosive enough to penetrate fortifications; others is refined to make tanks. Bring the incorrect combination, and you’ve just driven all that way for nothing.
Before you even turn on engine, the game demands you split those lanes mentally. Are you trying to support a rifle push? An armor breakthrough? The raw inputs for one are entirely distinct from other, because you need targeted components with the latter and bulk salvage with the former. You need sulfur.
Most failures in supply runs happen at refinery level (timing). If the public queue gets backed up, your raw materials might not be ready when front collapses, even if you have plenty in your depot. So the calculator factors that in, predicting exactly when it’ll be able to pull output from the refinery. Because there’s a wait time already plus processing time, meaning you’re not surprised when the run ends with no crates. This makes all the difference in coordinating with other player who are waiting for their cut.
And then there’s issue of hauling capacity. There’s only so much you can fit in a transport truck. And you can carry more bulk in a container than you can in a truck, but it requires different handling. Plan for one type of transport and do something else? That would of been the wrong number.
Here are some examples of where raw bulk isn’t equal to finished goods: The pages lay it all out simply in its reference tables that explain difference between bulk and finished goods. Fitting 50 crates on a regular hauler? Nope. Break the load down or change vehicles altogether. It’s why for bigger operations, it often makes more sense to mix container drops with truck runs.
On top of that, factory orders consume materials faster than manual stocking ever could. While rushing to get a facility locked down, a single push might completely empty out your local stockpile. Knowing exactly what each batch consumes in terms of basic/explosive material ensures you won’t find yourself running dry during the middle of a push. For that reason, presets serve as a good starting point for some common situations such as siege preparations and ammo lines. It eliminates guesswork when planning on a regimental level.
In the end, that’s what logistics is all about: buffers. Real war gets messy. Routes get cut off. Refineries break down. Supplies gets dropped in rivers. You don’t want to have just what you need when you arrive at the front. You want to have enough to handle the chaos. That’s where that additional ten percent of buffer comes into play. It’s the difference between holding a line or watching it fall apart because no one had any more ammo.
It’s boring sitting around trying to plan. It’s boring staring at a number, calculating travel time and not being able to aim down sights. But boring plans win games. Keeping those trucks rolling on schedule, those queues managed, and those refineries stocked will hold together that front and the players who do that is winning games. You can be the best shot in the game, but when your supply line breaks, it doesn’t mean anything. Fill those crates.
